Video Game Review: DmC – Devil May Cry (2013)

‘Cry’ reboot impresses, 92%

Nevin Jones | Writer

“DmC: Devil May Cry” from PS3 and XBOX 360 (Capcom/Ninja Theory)

When Capcom handed the reins of the popular “Devil May Cry” franchise to newer developer Ninja Theory, fans exploded into a fiery lynch mob. However, by letting another studio handle this beloved series, fans worried whether or not the franchise’s core would stay the same. Devotees can rest assured; “DmC” covers the series in a much-needed fresh coat of paint.
In “DmC,” the player controls Dante, the protagonist, reimagined as a half-demon, half-angel nephilim living a solitary life of killing demons and getting laid. His is a bitter world, where humans live subservient lives to demons. Mundus, the demon king, rules the world with an iron fist and fears only one thing: Dante. While avoiding Mundus’ clutches, Dante encounters the Order, a resistance sect hell-bent of Mundus’ downfall and led by the enigmatic Vergil.
As the plot unfolds, the game oozes over-the-top action, style, and comedic timing. With all of the ridiculous things happening on screen, the story manages to be one of the best of the series even if fans can see the ending coming from a mile away. The fact that the game is endlessly entertaining is just a bonus.
There is an undeniably addictive satisfaction gained from “DmC”’s gameplay. Everything about the combat system is fluid. The combo and rating system of previous installments has returned and everything is about style. This game isn’t about mindlessly killing enemies; it is about killing enemies with such an unparalleled sense of style that when you reach that heralded SSS combo rating, you will feel drop-dead sexy.
Stringing together massive combos with Dante’s five melee weapons (one human, two angelic, and two demonic) and three-ranged weapons is a much less difficult task in this installment, giving great ease to combat controls. The inclusion of a demonic and angelic grapple weapon also makes combos easier to combine over larger gameplay arenas.
The one hitch I found to the combat system was the exclusion of a lock-on mechanism. The inability to pick which enemy you want to attack becomes a detriment later on in the title, when enemies become deadlier.
Also, boss fights can be a bummer. The combat throughout the whole game rewards experimentation and variety, yet boss fights shoehorn you into repetitive fights, which can put a big damper on what should be epic moments.
The art style of this game is probably the most unique element. The human world is nothing too exciting to look at, but the demon world of limbo is a visual spectacle. In limbo, the world around Dante is a like a living, breathing creature, actively trying to stop Dante at any cost by either summoning demons, or changing the landscape around to crush him. These sequences of running for Dante’s life from the living limbo provide some great platforming moments, but can also be annoying when the grappling mechanics and the camera fail to keep up with each other and you must repeat the section.
“DmC” is like a shot of straight adrenaline on a rollercoaster ride. The heart of the franchise is still alive and well, with outrageous style, ferocious combos, and face-palm inducing one-liners from Dante. If this installment is evidence of the direction the franchise is heading, for the time being, I use the words of Dante: “I can already tell. Looks like this is gonna be one hell of a party!”